Combat Balance

Seems alright at the top of the tree...

OK, first off the typical apologies. I play on suicidal. I play on maps with all abundant settings. I play with very fast research (and turn tech victories off). This does mean that I get into wars with everyone maxed in the tech tree with some regularity. I am used to wars at this level, and it makes up about half of my combat experience in DA.

I (finally) got around to running a game where I was in some real wars, and had to work to stay alive. My main enemy was the drengin (+55% weapons, +35% def, +81% hp) - and I had taken all combat stats with my starting points (+20wep/+30def/+30hp) and had one fully upgraded military starbase (+55% weapons, +160% def, +80% hp). I also had 3 Hyperion Shrinkers. Combat came down to fleets of five on five of the following two vessels:



Now, in a one on one, I won this battle while taking very little damage. This meant that all drengin worlds without an Oribital Fleet Manager were mine, I could endlessly pick off the defenders.

But fleet on fleet it was another matter. I had fleet attack values of 1155, they had fleet attack values of 4275. When our sides met... the typical outcome was:
Round 1: I destroy 2 ships, they destroy 2 ships
Round 2: I destroy 2 ships, they destroy 1 ship
Round 3: I destroy 1 ship, they destroy 0 ships

So I was trading 3 defensive ships for 5 attack ships. My best pure attack ship was a 560 attack (I still don't get how they managed over 800 attack per ship, what must that miniturization bonus have been... and I had 3 shrinkers!), so I couldn't trade attack ships with them because I lost all battles based on the tie rule. I would always lose 5 to their 4, or I would just straight up lose in a one on one.

Trying to increase my damage by adding attack ships to my fleet only increased my losses. Pure attack ships were targeted first, and only had 150 some hps to defend themselves. If I switched out 1 def for 1 attack ship, my attack would rise to 1500 - but combat proceeded:
Round 1: I destroy 3 ships, they destroy 3 ships
Round 2: I destroy 1 ship, they destroy 1 ship
Round 3: I destroy 1 ship, they destroy 0 ships

So I would then only be surviving with 1 ship per engagement.

These losses were higher than I would like, but I just couldn't get down to losing only 2 ships to their five. If I sent in 3 pure attack ships I could do enough damage to knock out all five in one round, but my 3 attack ships would all die and they would survive with one: a 3 to 4 ratio (worse). If I sent in one kamikaze attack ship I could usually knock out two enemy ships, and then if I followed up with a full defensive fleet I would sometimes lose only one ship in the second battle, but more often I would lose 2 ships - and then I was back to my three losses.

The real problem was taking out Orbital Fleet Manager worlds. On these, the Drengin attack would go up to a 1037 per ship, so then I was facing 5100 attack. Trying to take those worlds combat would go:
Round 1: I destroy 2 ships, they destroy 3 ships
Round 2: I destroy 1 ship, they destroy 2 ships

And I was losing production points. Here, it was better to send in fleets of 3 suicide all attack ships and then follow up with my full defensive fleet, but again I'm trading 3 ships for 5.

Ultimately, I didn't like the losses I was forced to suffer facing those fleets, so I just took every Drengin world without an OFM, and built them full of fertility clinics and cultural centers. If the Drengin retook them, they were worthless hunks with little research or industry, but if they didn't retake them I could culture flip the worlds with OFMs so that I didn't have to try and blast through those 5k attack super defense fleets.

I prefer setups where I take no losses (earlier I had faced Iconians with ships similar to mine - we couldn't hurt each other but I had slightly higher attack values and so due to the tie rule I would always wipe them out. When you destroy 5 huge hulls per move and take no losses, you know you are doing something right). Still, my fleets were performing 66% better than the Drengin when I was using matching defense oriented ships. Not unkillable, but acceptable losses.

Interestingly, the very first war in the whole game was between the Korx and the Thalans. The Korx had a one level logistics advantage, the Thalans had a hull size advantage. The Thalans had huge hulls with 50 attack/50 defense in fleets of 3 (24 logistics) - the Korx had medium hulls with 30 attack/30 defense in fleets of 9 (37 logistics). The Korx handily beat the Thalans, only losing one or two medium fighters per engagement. It is not often I get to watch smaller hulls beat up on larger hulls, so it was fun to watch.

Overall:
Several things - the tie rule still dictates the outcome of about half of the fights, and the game is much harder when the AI can build ships you can't match. It seems no matter what I do my ships are underpowered vs what the AI is building at Suicidal - Early on I don't have a tech advantage, later on their natural bonuses take their ship building beyond what is even possible for me.

Offensive fleets can still dominate any opponent, but you will pay a price (in industrial units) for using that strategy.

Huge hulls dominate the galaxy. The other sizes can't compete (maybe they shouldn't be able to, I like capital ships being a "big deal"). If the AI would fleet its huge hulls with anything but a top of the line large, the whole fleet became a sitting duck to a full fleet of five huges. Drengin super dominator corvettes would really hurt it, because it insisted on fleeting them with its dreadnaughts, sometimes taking its fleet attack value all the way down to around 2000 from over 4200. That makes a big difference when you are fighting defense oriented fleets. Fleets with such a low attack value are ripe for the picking.

I wish spies could take out OFM, but overall they are probably better used attacking farms because...

The AI is still reasonably poor at building transports and taking worlds. Personally, I make ship transport building worlds that just crank out transports and launch them all game. My typical setup on a PQ10 world would be: 2 farms, 3 fertility acceleration, 1 starport, 2 industrial centers, 1 VR center. With two of these in an empire it is not hard to get upwards of 100billion soldiers sitting in transports waiting for enemy defenses to fall.

Also, the AI seems to not try and rebuild over tiles. First - once the tech tree is finished (with tech victory off) - they have no need for all of those discovery spheres they have sitting around. Second, when the AI would retake a world filled with my cultural centers, they wouldn't start building over what I had done. 10 turns later I could retake the world and there wasn't even a building queued up. That worked great for me... but was poor for them.

Compared to what I was experiencing when DA was first released, I am much happier with this game balance. I understand that before the tech tree is maxed players can use tech advantages from just about anywhere in the combat tree to their advantage. But in the end, it all evens out.
11,492 views 17 replies
Reply #1 Top
If you had taken off your shields, missle defense, and had a similar armor bonus to the Dreg's, would your attack rating have then been near 800? Or was that your 560 number?
Reply #2 Top
Did they have any Military resource starbases built up? Or for that matter did you? Or you could have your main fleets escort in 5-10 constructors and have them load up mass driver defense bonuses and then beam and missile attack. I know, not the best idea ever, but it is an idea.
Reply #3 Top
I think Drengin has 800 attack points because of 20% weapon bonus as a race + any military starbases they had and their political setting.
Reply #4 Top
Hi!
I still don't get how they managed over 800 attack per ship, what must that miniturization bonus have been... and I had 3 shrinkers

IIRC in DL miniaturization is capped at 150%(?) for exactly that reason - too many shrinkes conquered. This cap could also apply in DA. But the miniaturization bonus AIs get is probably applied after the cap. IMO you can test their bonuses by designing exactly the same ship they have, and comparing stats.

If I sent in one kamikaze attack ship I could usually knock out two enemy ships, and then if I followed up with a full defensive fleet I would sometimes lose only one ship in the second battle, but more often I would lose 2 ships

Solution: send 2 separate kamikazes first, then follow with a fleet.
BTW with ultimate weapons one can forget defenses on his main warships. If he can't match defenses on his single ship with an attack of AI's average fleet, then using defenses became pointless, as you already experienced in your games. So how to balance that?

The Thalans had huge hulls with 50 attack/50 defense in fleets of 3 (24 logistics) - the Korx had medium hulls with 30 attack/30 defense in fleets of 9 (37 logistics). The Korx handily beat the Thalans

Thalan's firepower: 3*50=150. Korx's FP: 9*30=270. Korx probably wiped out all thalan's ships in 2 rounds, hence so small losses on their side.

the tie rule still dictates the outcome of about half of the fights

So what's your opinion: is that good or bad? I personaly don't like it. I'd rather see mutual destruction instead of "the most powerfull survives". Makes attrition tactic more feasible.

Huge hulls dominate the galaxy. The other sizes can't compete

That's IMO bad. The player that first fields fleets of all-huge gets too big an advantage. Do you think the increased logistic for them could balance things: like only 4 in a fleet with maxxed logistic?

I make ship transport building worlds that just crank out transports and launch them all game. My typical setup on a PQ10 world would be: 2 farms, 3 fertility acceleration, 1 starport, 2 industrial centers, 1 VR center.

Ermmmm, at what tax / approval? One Fertility Acc gives only 19M new pop (25% of default growth) if approval is below 75%, and 38M at 100% approval. IMO you could've done much better with 3VRCs (and one FA), to have planet at 100% approval --> 200% bonus to growth.

A good read BTW!

BR, Iztok
Reply #5 Top
Now, I'm not a Gal Civ expert (indeed, I don't even have DA), but did it ever occur to you to use beam or missile based attack ships? If so, is there some reason for not doing so that I don't know about?
Reply #6 Top
OK, just to answer a few quick questions:

First, there was only one military resource in the whole galaxy, I had it, and I had it maxed. The drengin had no military starbases. That is a base stats ship with only racial bonuses applied.

Second, according to my spy readout of the drengin they had a +55% weapons bonus and a +35% defense bonus. They could have gotten that just from basic racial numbers and a few anomaly bonuses, and they were war party. Those Dreads of theirs without bonuses had 555 attack, 55 def, some warp drives and some logistics bits. 555 x 1.55 = 860.25, so somehow they were losing (probably a truncation somewhere) a few points off of the rough math being displayed - because their ships actually had a value of only 855.

My 560 attack was maxed. I had taken +20 weapons from starting racial points, and had a +40% from the starbase and anamolies, so I had a +60% weapon bonus. My pure attack ships had 30 black hole guns and one Hyper Warp III on it, nothing else, for a base attack of 360, modified up to a 568 (again, I lost a few points in the math, 360x1.6 = 376). I didn't want to trade my one engine for a few more attack points, because I needed the speed. Also, even if I had made that trade, I still never could have gotten to a BASE attack of 555, and I had 340 slots on my huge hulls. Seeing as I had maxed mini AND three hyperion shrinkers (they had one), it felt like the drengin had to be operating with close to a 60% hidden base miniturization bonus as well. I couldn't come close to building ships with all the parts and doo dads their ships had.

The only reason I managed over an 800 defense myself is because I was using every race advantage I had, so was operating (with everything) a +161% defense bonus. That being much higher than my weapon bonus, I could never have just "switched" to using all attack fleets with total values (wep+def) that compared. On defense I was using zero point armor, and my ships had a base value of 320 from 32 zero point modules.

So not even taking into account extra logistics and engines they had, they were packing 555 in guns to my 360 on a huge hull. Howd they do that?? I know, I know, its suicidal for a reason...

Or you could have your main fleets escort in 5-10 constructors and have them load up mass driver defense bonuses and then beam and missile attack.


Thanks for offering an idea, but if you have ever tried to use military starbases with these kinds of fleets you know they are worthless. The extra 5 pts of attack would have been blocked by the sqrt def, and the extra 5 pts of def wouldn't save my ship from 4k+ attack rounds.

Solution: send 2 separate kamikazes first, then follow with a fleet.


Doh! Good point. I didn't think of that one... although I don't really like sending in kamikaze ships that much anyway.

BTW with ultimate weapons one can forget defenses on his main warships.


Well, yes and no. His defense made a difference. For one, it meant that I needed an average attack of 452 to destroy a ship, rather than 360. This made my pure attack ships less effective, and also helped give his pure attack boys some staying power against my pure defensive fleets. Had he been pure offense, I could have actually destroyed an extra ship in the first round with my 1155 attack - which would have translated into one whole less ship lost for me. His defense just didn't make him invincible.


- The tie rule. Man, I don't know on this one. It is one of my best advantages against the AI, I'd hate to see it go. And it does keep the game focused on offense. On the other hand, when it is used against me it is frustrating... I feel like my ships should have wiped the enemy out in retribution. Actually, as the AIs are fielding more high def low attack ships, its the other side of the tie rule (no mutual survival) that is becoming the more exploitable problem. I was facing fleets of 5 iconian huge hulls - with around 700hps per enemy fleet. Through 50 rounds I was doing maybe 60 damage total... but because I had the higher attack value on the last round I would finish off the last 640hp automatically. Seems a little cheesy. I could barely scratch them, but I would always destroy them all?? On the other hand, what do you do about two fleets that can barely hurt each other? Just let them bash at each other doing soak through damage (statistically certain minor amounts of damage done when def occasionally rolls poorly) and take 10 moves to destroy each other? I understand why the devs would want this rule in there. It would barely matter the specifics of the rule if ties were rare (either mutual destruction or mutual survival). At least near the end of the tech tree though, ties are more the rule than the exception. I guess I leave it to the wisdom of the devs.

- Huge hulls. Wow, I don't know. Maybe increasing them to 12 logistics, so only four per fleet? The problem comes from the increased value of either very large attack or very large def numbers. Smaller ships take attrition, and a player wants their losses to be small. High attack huge hulls can win through the tie rule. High def huge hulls can win by being able to block very large amounts of enemy attack. I expect the huge defense hulls to go down in value slightly when the off type def bug is fixed.
The key is huge hulls take the least attrition, and attrition matters a lot. If you can fight wars without taking losses, you are in a good spot. I can think of solutions, but they all require changing other basic game mechanic rules to work. A fleet of tiny hulls can reach an attack power of 4k, but they are always one and done... and they REALLY get creamed against high def huge hull fleets.
On the other hand, I think capital ships are cool, and having them be the best deal means less micromanagement - your army just consists of less ships, rally points are easier, ship building doesn't require queueing, etc. etc. If you want all ship sizes to be viable at the end of the tech tree, this needs to be addressed. If you are fine with technology poor civs bum rushing small hulls, and technologically advanced civs cruising around in huge capital ships - then it works.

Ermmmm, at what tax / approval?


69% tax, 100% approval. These worlds population fluctuates between 11k and 15k pretty regularly, depending on if my transports carried 2k or 3k soldiers. With the Krynn I had a huge starting racial morale stat, and for most of the game I was operating with a racial +120% morale. My morale wouldn't start to dip till populations went over 14.5k ish. I just wanted 3k of people to breed in exactly the same time as it took me to build a 3k pop transport... giving me an endless supply of troops that never impacted my economy. The multiple Fertility Acceleration centers did that, when on top of all other bonuses took my pop growth bonus from 80% to 155% on those worlds. The extra VR centers would only have helped if my morale had dipped below 100% for some reason.

Of course, any strategy in this game is dependant on a lot of variables. But I often end up with some variation on the "troop transport" world. My problem with the AI is it doesn't seem to build a lot of transports, or it builds them and leaves them in orbit (so their pops don't recover) - Then when they try to launch all of those orbiting transports at once they sometimes don't have enough population, and you get those weird 438 troop transports and the like. The AI clearly is now building focus worlds, clearly tech worlds and cleary industry worlds and clearly cash worlds. But where is the pop focused world to give it soldiers? This has always, and still does, feel like a weakness that the AI doesn't address.
Reply #7 Top
did it ever occur to you to use beam or missile based attack ships?


Well, yes but
1)Off type defense bug.
And
2)I was testing the balance of matching defense against matching weapons - some people think this is still unbalanced.
Reply #8 Top
Hi!
although I don't really like sending in kamikaze ships that much anyway

Just the price of doing bussines. Think of them as Antimatter Missiles from GC-1. A bit costly missiles though.

it felt like the drengin had to be operating with close to a 60% hidden base miniturization bonus

my hat's off for you fighting under such conditions. Using some defenses with 60% more space starts making sense.

The multiple Fertility Acceleration centers did that, when on top of all other bonuses took my pop growth bonus from 80% to 155% on those worlds.

You sure? In my testbed I got only a fixed number of new pop from them. In your case that would be 114M over "default" 270M, so a 42% increase, or 384M new pop each turn. Can you check that with a save game?

Through 50 rounds I was doing maybe 60 damage total... but because I had the higher attack value on the last round I would finish off the last 640hp automatically. Seems a little cheesy.

Yes, it is. If dev's don't want to introduce "mutual survival" IMO the solution could be to run the combat after the 50th turn without displaying it, OFC checking if there's been any damage done before that, to avoid infinite loop. At the end they'd just "explode" all destroyed ships.

AI clearly is now building focus worlds, clearly tech worlds and cleary industry worlds and clearly cash worlds.

I have yet to see cash worlds. The best I've seen was one of Yors' class ~12 with 4 Advanced market centers upgrading to Trade centers. On drengins' planets I usually find one or two Stock Markets, yet they have almost the same economy as I have, but I have 3 times their pop, taxing them at ~65%, am mining 2 almost maxxed econ resources, and have 10% more tax through Federation. Just a regular maso game.

BR, Iztok

Reply #10 Top

Off type defense bug


?


Check here: https://forums.galciv2.com/?forumid=274&aid=146134#1151081

Basically, off-type defences are a lot more powerful than they should be. Some people have found them to be *more* powerful than on-type defence, but that may be an exageration.
Reply #11 Top
Your approach is a bit off. When aiming for Large and Huge vessels, you use Missiles, not the fight weaponry mass drivers.
Off type defense bug is big, and makes matching defenses much less important, but it's not MORE powerful than matched defense.
Reply #12 Top
Your approach is a bit off. When aiming for Large and Huge vessels, you use Missiles, not the fight weaponry mass drivers.


Um, I had the tech tree maxed, I could have built whatever I wanted. I was testing the new combat values in a real game environment... which meant using on-type weapons and defense.

Off type defense bug is big, and makes matching defenses much less important, but it's not MORE powerful than matched defense.


I agree.

You sure? In my testbed I got only a fixed number of new pop from them. In your case that would be 114M over "default" 270M, so a 42% increase, or 384M new pop each turn. Can you check that with a save game?


?? Oh. To tell you the truth I didn't look at the rate of increase per turn, Just every few weeks when a transport finished I looked at the pop to see that enough of it had regenerated to allow for immediate transport launching. Do Fertility Acceleration buildings not work as described?

Even if that is the case, I'm not sure what else I would put in those two slots. Maybe another factory and a stock market, just for kicks?
Reply #13 Top
Hi!
Do Fertility Acceleration buildings not work as described?

They do, but not how one'd expect. One Fertility Acc gives only 19M new pop (25% of default growth) if approval is below 75%, and 38M at 100% approval. No other growth bonuses apply.

BR, Iztok

Reply #14 Top
Anyone else notice that the Arceans, with their first strike ability, become basically unstoppable if they survive to the late game 'capital ship' phase?

I had a good chuckle in my last game watching them shred endless Drengin and Korath ship with their tiny yet incredibly effective military. (It consisted of a single fleet with > 1000 attack).

Cheers

h
Reply #15 Top
Anyone else notice that the Arceans, with their first strike ability, become basically unstoppable if they survive to the late game 'capital ship' phase?


Yeah, at least for any AI to deal with. The only way to stop them is speed, so that you can always hit them and you nullify their super ability. I only played one game as the arceans under DA, and I had a 43 to 1 kill ratio (998 enemy ships destroyed, 23 personal ships destroyed - on the end game summary screen) - So, when I play the arceans I like +2 speed and a weapons boost... surpise.
Reply #16 Top
HI. I'm new to the game, and I'm amazed at how bonuses can send ship ratings so high over the top(Hyperion Shrinkers, Racial Bonuses, Political Party bonuses).

What exactly does First Strike do? I know the attacker gets to deal the first round of fire. Does First Strike mean that if you attack the Arceans, they still get the first shot despite being the defender? If yes, than how does extra speed counter this, since that just allows you to attack them from farther off?

Also, what is this off-type defense bug? I read that thread and I think the example of the 199 gun attack vs 345 beam attack example had a problem. In DA, doesn't each weapon fire against the defending ship's full defense? Or do they just fire against one defense module? If they fire against the full defense, then each Black Hole Generator would have been firing 16 attack against 18 defense, and therefore it's inevitable that the defender would barely get scratched, and there is no bug at all. This also means that super-heavy defenses can render a ship largely invincible since the highest attack one weapon can fire is 25 for a Black Hole Eruptor. If someone has a defense of 800 in any category and has a 25% luck bonus, then they would have an invincible ship. But then there's the 'tie rule' which I don't fully understand either, which means that the low-attack high-defense 'invincible' ship would automatically get blown up.

This high-level combat is complicated... Can someone explain?
Reply #17 Top
This high-level combat is complicated... Can someone explain?


I agree, didn't even touch DA yet, but it seems like ship/fleet combat is much more complicated in DA (as compared to DL).